Commander

by Robonon

Commander is a mod that introduces base-centered army building with a hierarchical command structure ### Issuing Orders 1: shift + left-click to select an HQ 2: shift + right-click to command an attack at mouse position

Content
9 days ago
2.0
210
Combat
Owner:
Robonon
Source:
https://github.com/Robonon/factorio-c...
Homepage:
N/A
License:
MIT
Created:
20 days ago
Latest Version:
0.11.17 (9 days ago)
Factorio version:
2.0
Downloaded by:
210 users

Commander – Wage War the Fun Way

If you, like me, enjoy playing on death worlds because we apparently hate ourselves… then you probably also hate the usual way of clearing biters: inching forward with turret creep and mountains of ammo.
Effective? Sure.
Fun? Not really.

Commander is here to fix that.

Instead of personally exterminating every nest, you build a factory that fuels a war machine—and let soldiers do the fighting while you focus on logistics, production, and glorious conquest.


What Is Commander?

Commander is a mod that introduces base-centered army building with a hierarchical command structure.

The long-term vision is to let you field up to a brigade-sized force—roughly 400–700 commandable soldiers—organized around military bases and HQ buildings.

This is not an RTS with constant micromanagement. The goal is strategic command at scale.


How It Works

  • You construct HQ buildings to organize and command soldiers
  • Soldiers are grouped into squads, which roll up into larger formations
  • Orders are issued at higher levels and trickle down automatically
  • AI behavior handles combat decisions like retreating
  • Your factory produces soldier tokens, put those in the platoon HQ

Army Structure

Squad

The core unit of the mod.

  • Executes all combat orders
  • Forms the building block of larger units
  • Spawned from the Platoon HQ
  • Planned AI behavior for autonomous combat decisions
    (currently, squads can only decide to retreat, but this is broken right now :D)
  • Squad consists of a heavy machine gunner and 7 riflemen. I'm looking to further expand on squad compositions, we'll see

Platoon HQ

The first command building and the heart of early army control.

  • Spawns and reinforces squads
  • Currently issues one order per platoon
  • All squads in the platoon execute the same order
  • Granular squad-level control may be added later (without heavy micro)

Spawns: 3 squads


Company HQ

  • Consists of 3 platoons
  • Planned to support company-wide orders affecting all platoons

Battalion HQ

  • Consists of 3 companies
  • Functions the same way as lower HQ tiers, at a larger scale

Brigade HQ

  • Consists of 3 battalions
  • Highest command tier
  • Potential support for multiple brigades in the future
    (depending on performance and scaling)

Command & Control

Issuing Orders

1: shift + left-click to select an HQ
2: shift + right-click to command an attack at mouse position
(I know shift + left-click conflicts with another use and will try to overcome this, or set another key sequence)

HQ buildings and squads automatically generate map tags.
Higher-tier orders cascade down through all connected sub-units—down to each squad.

What Units Do

When given an order, a unit will:

  1. Move to the attack location
  2. Attack enemies in the area
  3. Return to base once the mission is complete

Simple orders. Big results.


Squads, Losses & Reinforcements

Squad Thresholds

Each squad has:

  • Operational threshold
  • Minimum soldiers required to deploy
  • Default: 6 soldiers
  • Retreat threshold
  • Squad disengages when losses are too high
  • Default: retreat at 3 soldiers remaining (broken)

Reinforcements

  • HQ buildings store soldier tokens
  • Squads reinforce when they return to base after combat
  • If a squad is wiped out:
  • A new squad is spawned at the HQ
  • Requires sufficient soldier tokens

Design Philosophy

Commander is not about micromanaging every soldier.

As your force grows, you command at higher levels:

  • Platoon
  • Company
  • Battalion
  • Brigade

Work in Progress

This mod is very much a work in progress.

Expect:

  • Bugs
  • Odd behavior
  • Unfinished systems
  • Crashes

If you try it out and:

  • Encounter bugs
  • Have balancing ideas
  • Or just want to suggest something cool

I’d genuinely love to hear from you ❤️


Compatibility Notes

  • Tested only with vanilla Factorio
  • Space Age has not been tested
  • I don’t own it myself
  • If you try it and run into issues, please report them
  • I’ll do my best to support it, but vanilla Factorio is the priority